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Attacking/Defending CP's
Posted: Wed Apr 28, 2010 2:27 pm
by Filipinio
Hello GameToast,
Is there a way to make AI to go full extent to attack/defend a cp? I think I have seen a LUA Code or something similar with the same solution...
Thanks

Re: Attacking/Defending CP's
Posted: Wed Apr 28, 2010 2:32 pm
by Deviss
well in ZE you can put to one CP if is team 1 or 2 or neutro ( 0 ) and into lua you decide if REP is team 1 or 2

Re: Attacking/Defending CP's
Posted: Wed Apr 28, 2010 2:37 pm
by Filipinio
I do understand that

, but to make them work "hard" to dafend/attack a CP of my choice

Re: Attacking/Defending CP's
Posted: Wed Apr 28, 2010 3:27 pm
by Deviss
Filipinio wrote:I do understand that

, but to make them work "hard" to dafend/attack a CP of my choice

i believe attack is always 1 and def 2

Re: Attacking/Defending CP's
Posted: Wed Apr 28, 2010 3:32 pm
by FragMe!
Re: Attacking/Defending CP's
Posted: Wed Apr 28, 2010 3:32 pm
by Fiodis
What he means, Dev, is how to make them value one CP over another. It's a number in the ZE Properties box for any CP, something called wieght, I think. Higher weight = higher importance.
Re: Attacking/Defending CP's
Posted: Thu Apr 29, 2010 10:55 am
by Filipinio
Thanks Fragme! and Fiodis, that's what i was looking for.
